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===Deathwatch=== ====Black Spear Task Force==== <div class="toccolours mw-collapsible mw-collapsed"> The exclusive detachment for the Deathwatch. Rather than the Chapter Tactics, which build around the specific rules of the army, these tactics just slap on special rules on the squad's weapons. At least these rules can be applied on all weapons - something you'll need with how weird your kill-teams can end up. <div class="mw-collapsible-content"> =====Special Rules===== *'''Mission Tactics:''' Essentially a variant of Chapter Tactics. Each Command phase lets you pick one tactic to benefit from for the turn. **'''Furor Tactics:''' All weapons gain ''Sustained Hits 1''. **'''Malleus Tactics:''' All weapons gain ''Lethal Hits''. **'''Purgatus Tactics:''' Any critical hits your army scores gain ''Precision''. *'''Restrictions:''' Lots of stuff gets cut out due to the very special structure of the Deathwatch as the space marine special forces rather than the typical chapter. No Tacticals, Assault Marines, Devastators, Bikers, Assault Bikes, Scouts (including Snipers), or Land Speeder Storms. That said, your new squads can still be joined by specific characters. **Deathwatch Veterans and Proteus Kill Teams are considered equal to Vanguard Vets. **Deathwatch Terminators are just regular Terminators. **Veteran Bikers replace Bikers, and can be led by anyone that can lead Outriders (meaning the Chaplain's still fair game). **Fortis Kill Teams can be led by anyone who leads Intercessors. **Indomitor Kill Teams can be led by anyone who leads Heavy Intercessors. **Spectrus Kill Teams can be led by anyone who leads Infiltrators. =====Stratagems===== <tabs> <tab name="Battle Tactic"> *'''Adaptive Tactics (1 CP):''' One unit or two {{W40kKeyword|Kill Team}} units can choose to have a different mission tactic active. Sounds good except there's no clause about whether these can be used after being used by the rest of the army - something that sinks this from usable into trash. *'''Armour of Contempt (1 CP):''' Same as the one in Gladius. Incoming attacks against one unit reduce their AP by 1. </tab> <tab name="Strategic Ploy"> *'''Teleportarium (1 CP):''' One unit or two {{W40kKeyword|Kill Team}} units that aren't engaged at the end of the enemy Fight phase can leave the board and redeploy anywhere at least 9" away from the enemy on the next turn. </tab> <tab name="Wargear"> *'''Dragonfire Rounds (1 CP):''' One unit or two {{W40kKeyword|Kill Team}} units can give their guns both ''Assault'' and ''Ignore Cover''. *'''Hellfire Rounds (1 CP):''' One unit or two {{W40kKeyword|Kill Team}} units can give their their guns without ''Devastating Wounds'' both ''Anti-Infantry 2+'' and ''Anti-Monster 5+''. GW quickly realized giving 2 squads the massive amount of potential mortal wounds against infantry for only 1 CP was a little broken and quickly nerfed it so now it only gives your other guns the means to insta-wound troops and chip away at monsters. *'''Kraken Rounds (1 CP):''' One unit or two {{W40kKeyword|Kill Team}} units can give their guns +6" range and improve their AP by 1. Great for handling MEQ. </tab> </tabs> =====Enhancements===== *'''Beacon Angelis:''' The bearer's unit gains the Deep Strike rule and can use the Rapid Ingress stratagem for free. *'''Osseus Key:''' Watch Captain or Techmarine only. When one non-{{W40kKeyword|Titanic Vehicle}} shoots at them, they need to make a Leadership check to force the enemy to make the enemy take -1 to hit. *'''Thief of Secrets:''' +1 to Strength, AP and Damage to the bearer's melee weapons. If this weapon kills an enemy model, those bonuses are improved to +2. *'''The Tome of Ectoclades:''' Watch Master or Captain only. Grants a single-use ability to mark two enemies for the Oath of Moment. </div> </div> ====Vigil Force Alphion (Combat Patrol)==== <div class="toccolours mw-collapsible mw-collapsed"> While far from the most tacticool or operational, this does provide you with the means to pull surprises out of your team. <div class="mw-collapsible-content"> <u><b>Composition</b></u> 1 Lieutenant Alphion, 1 Apothecary Krenn, 10 Intercessors, 3 Aggressors *'''Lieutenant Alphion:''' Basic Primaris Lieutenant with a power weapon. Lets his squad shoot and charge after falling back, which is at least helpful but still lacks ''[Lethal Hits]''. *'''Apothecary Krenn:''' Primaris Apothecary. Use to raise dead Intercessors if you're using the alternate Enhancement. *'''Intercessor Squad:''' They lost their ability to keep units capped but you can split them up into two squads of 5. Fortunately, you get two grenade launchers for a bit of extra utility, especially with the Special Issue Ammunition strat. *'''Aggressor Squad:''' Come with Flamestorm Gauntlets. Surprisingly keep their AP boost when shooting at the closest enemy, which helps with melting hordes and bothering MEQs. <u><b>Secondary Objectives</b></u> *''Hunter's Insight:'' Mark one objective outside your DZ each turn. You get 4 VP each turn where you have a squad on it. *''Head-Taker Doctrine:'' Score 5 VP for each {{W40kKeyword|character}} you kill with an additional 5 VP if you killed them all. <u><b>Stratagems</b></u> *'''Deathwatch Teleportarium (1 CP):''' At the end of one fight phase, you can throw one unengaged unit into reserves. They can redeploy on your next Movement phase, arriving anywhere within 3" of an enemy unit. Seeing how powerful this is for your Aggressors, you're restricted to only one use, so time it wisely. *'''Special-Issue Ammunition (1 CP):''' One unit gains one of two sets of special rules for their guns: ''[Anti-Monster 5+, Anti-Vehicle 5+, Melta 2]'' or ''[Assault, Ignores Cover, Sustained Hits 2]''. The Intercessors and whoever joins them gets the best deal with this, since the Aggressors have no AP on their flamers when not shooting at the closest target and are wasted on the second set of buffs. *'''Veteran Instincts (1 CP):''' One unit gains a 5+ FNP when they're attacked. Your {{W40kKeyword|Gravis}} Aggressors instead get a 4+ FNP on account of being chonkers. <u><b>Enhancements</b></u> *''Aegis Vigilate:'' Lieutenant Alphion's squad gains +1 to Touhness and a 4++ invuln. Pretty much makes your Intercessors into budget Terminators. *''Alien's Bane:'' Lieutenant Alphion's power weapon gains ''[Precision]'' and +1 to Wound, making it incredibly useful if you're targeting a specific enemy. </div> </div>
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